Lightning Crashes

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The people of Oerth make up a rich tapestry of races, but not all races are available to play. Listed below are the approved Races for this campaign. If not otherwise indicated here, use the material from the Core Rulebook when playing a Core race.

Half-Elves, "half-olve" in Flan, are not uncommon in the Flanaess, the race is unique in that the earliest mingling of humans and elves was frowned upon. Half-elves can be as haughty as elves, though they are more able to work comfortably with humans. …

Dwarves, also known as "dwur" in the Flan tongue, are one of the primary civilized races of the Flanaess. Most dwarves are renowned for their distrust of magic, and for their skill as axe-wielding warriors and blacksmiths.
Physical Description: Dwarves …

Elves, also known as “olves” in the Flan tongue are renowned for their grace and mastery of magic and weapons such as the sword and the bow. Becoming physically mature by the age of 25 and emotionally mature at around 125, they are also famously long- …

Gnomes, known as "noniz" in the Flan tongue, are one of the primary civilized races of the Flanaess.
Physical Description: Gnomes average about three and a half feet in height and weigh about 80 pounds. They do not tan, but their skin typically ranges …

Orc/Human crossbreeds are most often born in as the unfortunate byproduct of raids in border areas between human and orc (euroz) cultures. Despite rejection from both sides of their heritage, many half-orcs achieve renown.
[[File:605271 | class=media- …

Halflings, called hobniz by the Flan, are a diminutive humanoid race. They are cheerful and outgoing, they are friendly to humans, elves, dwarves, and gnomes., though they distrust goblins and suchlike and regard the [[Rhennee]] as evil unless proven …

Humans are the humanoid race that most dominates the culture and politics of the Flanaess. The origins of humanity, and what god or gods might have created them, is a much-disputed subject, and myths vary wildly from culture to culture. Most stories have …

Baklunish, or "Bakluni," is generally used in reference to the Baklunish people, a race of humans living in the Flanaess (as well as regions of Oerik further west), though the term may also refer to the language and culture of said people.
Descendants …

Flan is generally used in reference to the Flan people, (sometimes called the "Flannae"), a race of humans of Oerth, though the term may also refer to the language and culture of said people. The Flan peoples were the first humans known to have settled …

Oeridian is generally used in reference to the Oeridian people, (sometimes called the "Oerid"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people.
Having once inhabited the plains of …

Olman is generally used in reference to the Olman people, a race of humans of Oerth, though the term may also refer to the language and culture of said people. They mainly inhabit the southern fringes of the Flanaess and are primarily a tribal people, …

Rhennee is generally used in reference to the Rhennee people, a race of nomadic humans living in the Flanaess, though the term may also refer to the culture of said people. They speak a unique language called Rhopan that borrows heavily from both other …

Suloise is generally used in reference to the Suloise people, (sometimes called the "Suel"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people. Purebred Suel typically have pale skin, with …

Touv is generally used in reference to the Touv people, a race of humans living in [[Hepmonaland]], though the term may also refer to the language and culture of said people. The Touv people have dark brown or black skin. The also have blue or brown eyes, …

You're schooled in the ancient art of the Ur-Flan necromancers.
Regions: Bright Lands Flan
Benefits: Add +2 to the DC of all saves against necromancy spells with the evil descriptor.
This bonus stacks with the bonuses granted by the Spell …

The Baklunish folk have always enjoyed a close relationship with the elements, and your skill with elemental spells continues in a tradition that dates back hundreds of years before the Invoked Devastation.
Regions: Baklunish
Benefits: Add +1 …

You are descended from the genies summoned to Oerth by the ancient Baklunish in the dying days of the Suel-Baklunish wars. You might bear some physical or psychological mark of your ancestry, such as a fiery disposition from an efreeti ancestor or …

Every inch of your skin is covered in an elaborate tattoo, a ritual marker of your status as chosen of the Underworld.
Region: Olman
Benefit: You gain a +1 bonus to saves versus energy draining and death attacks. When dying, you have a 50% …

You can see creatures in the Near Ethereal. Folklore views this as the ability to see the dead.
Prerequisite: Rhennee, and you must have had a brush with death (been reduced to —1 hit points or lower, or slain and then brought back to life)
…

The spirit of a friend, ally, or loved one has returned from the grave to watch over you as a geist.
Prerequisite: Rhennee, and someone close to you must have died.
Benefit: Your guardian spirit normally remains in the Near Ethereal. Those who …

Your mind and body are tied to the cycles of the moon Luna, making you more energetic and excitable as the moon waxes. This effect may be the result of subtle madness or a diluted supernatural heritage.
Prerequisite: Rhennee with Chaotic alignment …

You have the ancient gift of foresight, making you an honored member of your bargefolk family.
Regions: Rhennee
Benefits: Once per day, you can cast Augury as a 3rd level cleric. This is a spell-like ability.

*Back to [[ …

Your travels across the Flanaess have given you a strong depth of local knowledge and a broad repetoire of far-flung tales.
Regions: Half-Elf, Rhennee, Halfling
Benefits: You gain 2 ranks in the Knowledge (Local) skill and can draw upon your …

You're distantly related to the Suel god Kord, who often takes a mortal woman as his lover. While Kord's immediate offspring develop a host of powers and abilities, the effects upon your blood are much more subtle.
Region: Suel
Prereq: Rage …

You are a descendant of the legendary migrations-era Suel archmage Lendore, predictor of the Invoked Devastation, patron of the Lendore Isles, and creator of the City of Glass. Your eyes are milky white and bear no pupils, although you see normally.

Undiluted Suloise blood flows through your veins hearkening back to ancient empires and making you an attractive potential associate to pro-Suel racists.
Regions: Suel
Benefits: Your notoriously short temper gives you a +1 bonus on Intimidate …

Aquatic Elves, also known as Sea Elves, live beneath the waves and can breathe water as easily as their cousins on land breathe air. They have silverish-greenish skin and hair of green or blue-green. They are mortal enemies of sharks and sahuagin. They …

The hueleneaer (desert centaur) are a dwindling people, yet lingering in the [[Bright Lands]], are the final inheritors of a long and glorious past. The progeny of mercenary warriors who once guarded sorcerer-kings of [[Sulm]], they are a proud and noble …

Goblins, called jebli in the Flan tongue or chebi in the Suloise language, are a fairly weak race of savage, bestial, barbaric humanoids. Goblins are the most commonly-encountered race of goblinoid, a general term applied to a number of related races.
…

Kobolds, also known as “celbit” in the Flan tongue are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to …

You are a student of the Baklunish tradition of elemental magic and have mastered its mysterious lore. You may choose to specialize in air magic or fire magic.Benefit: You gain +1 caster level when casting a spell from the Air tradition or …

You can allow a person adjacent to you to breathe water.
Prerequisites: Aquatic Elf, base Will save +2.
Benefit: As a free action on your turn, you can select one creature within 5 feet of you and give that creature the ability to breathe …

You have ties to the long-dead spirit of one of your clan’s ancestors, who whispers ancient words of wisdom into your mind in times of need.
Regions: Flannae
Benefit: You receive a +2 Racial bonus on all Heal and Knowledge (History) checks.

You have a trace of the Sight in your blood, an unreliable gift as hard to command as a dream, which enables you to pick up echoes of the past, both wondrous and terrible.
Prerequisite: Flannae
Benefit: As a full-round action, you can attempt …

A childhood spent at your mystically gifted grandmother's side has taught you the basics of real magic.Benefit: You may cast prestidigitation three times per day as a spell-like ability. This spell-like ability is cast at your highest caster …

*Back to [[Baklunish]]

You were born among horses and fed mare's milk as a child. This gives you a special bond with horses.
Regions: Baklunish
Benefit: When you ride a horse, your mount gains temporary hit points equal to your Ride skill modifier. You can renew …

You have passed the desert several times, and have accepted its dangers and made peace with fate.
Region: Desert Centaur
Benefit: Survival is a class skill for you. You gain a +5 trait bonus on Survival rolls in desert and arid plains terrain …

Members of this caste primarily serve as protectors of the Hueleneaer. The members of the Warrior Caste are the most aggressive of the Hueleneaer.
Region: Desert Centaur
You gain a +1 trait bonus to CMB and CMD.
Requirements: Your class …

You are well versed in the art of storytelling and the oral history of your culture.
Regions: Dwarf, Flan, Frost Barbarians, Ice Barbarians, Snow Barbarians
Benefit: You get a +2 bonus on all Knowledge (history) and Perform checks.

Despite living among other folk, you have clung to your cultural identity.
Regions: Flan
Benefit: You can imitate the accents and mannerisms of others, concealing your cultural heritage as that of the people you grew up amongst. You gain a +1 …

Your family has ancient ties to nature.
Regions: Flan
Benefit: You use the Wild Empathy class ability with a bonus equal to your Wisdom modifier rather than your Charisma modifier. If you lack this class feature, you can use it as a druid but …

You have inherited your people's ancient magic traditions, but they come at a cost. It is all too easy to follow in the footsteps of Vecna.
Regions: Flan
Benefit: If you have a spellbook or list of spells known you learn one additional …

You have formed a close bond with an animal, reawakening the ancient totemic legacy of your people.
Region: Flan
Benefit: If you have a familiar or animal companion as a class feature, that feature works as if you were three levels higher. If …

You have a honorable background working the land, be it as a serf or a landowner. Your family has given their all for the land over generations and learned its secrets.
Region: Oeridian
Benefit: Choose either Handle Animal, Knowledge (local), …

You have been trained in the weapons of chivalry.
Region: Oeridian
Benefit: Select one: longsword, lance, light armor, medium armor, heavy armor, or shields (light and heavy). You gain proficiency in the selected piece of gear. You must …

The time you’ve spent crawling through thorny brambles and other thick underbrush during raids and ambushes taught you how to move without disturbing the dense flora around you.
Region: Cairn Hills Kobold
Benefit(s): When in overgrown areas, …

Having grown up navigating rockslides and picking your way through partially collapsed tunnels, you are able to determine the most stable path across difficult terrain caused by rubble or other debris.
Region: Cairn Hills Kobold
Benefit: You …

You are one of the diehard kobold faithful, respected in your kobold community.
Region: Kobold
Benefit: You gain a +2 trait bonus on Diplomacy checks when dealing with other kobolds. Additionally, if your deity grants the Artifice, Earth, or …

Because of the frequent need to move through the tight tunnels and other narrow spaces surrounding your tribe’s lair you’re used to tight areas.
Region: Kobold
Benefit: You’re able to move normally when squeezing and take only a –2 penalty on …

Growing up in a dangerous area, you were constantly surrounded by traps that had been set up to defend your lair from intruders. Sometimes these dangers were so densely packed that you couldn’t go more than a couple feet down a tunnel without …

You possess some of the qualities of your dragon ancestors.
Prerequisites: Kobold.
Benefit: Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black ( …

Your predilection for watery environs has been strong since birth and you know the types of creatures who call the ocean home.Benefit: You gain a +2 trait bonus on Knowledge checks to identify aquatic creatures. Anytime you are looking through …

You possess draconic defenses and a draconic breath weapon.
Prerequisites: Draconic Aspect, kobold.
Benefit: You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by …

You possess draconic defenses and wings that allow you to glide.
Prerequisites: Draconic Aspect, kobold.
Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe …

You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve.
Prerequisites: Draconic Aspect, Draconic Breath, Draconic Glide, character level 10th, kobold.
Benefit: You gain an additional +2 bonus …

You are adept at moving fast and staying hidden.
Prerequisites: Stealth 4 ranks, kobold.
Benefit: You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 …

Your cunning, confidence, or faith in the draconic power in your blood allows you to overcome your physical frailty.
Prerequisite(s): Charisma 13, kobold.
Benefit(s): You use your Charisma, Intelligence, or Wisdom in place of Constitution to …

You snipe quickly, making it harder for others to find the location of your attack.
Prerequisites: Stealth 1 rank, kobold.
Benefit: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
Normal: You take …

Your spellcasting is strongest against those in peril.
Prerequisite(s): Ability to cast spells, kobold.
Benefit(s): The DC to resist your spells increases by 1 for targets that are already afflicted with any of the following conditions: …

You delight and excel in bringing down hobbled targets.
Prerequisite(s): Sneak attack class feature, kobold.
Benefit(s): Your sneak attack damage increases by 1d6 against targets that are already afflicted with any of the following conditions: …

You have two colors of scales, which mark you as special.
Prerequisites: Draconic Aspect or dragon-scaled racial trait, kobold.
Benefit(s): Choose an additional color for your Draconic Aspect feat or dragon-scaled racial trait. You gain the …

The purity you have found in the teachings of good dragonkind colors your scales and grants you confidence.
Prerequisites: Good alignment, kobold.
Benefit: Your scales take on a metallic sheen appropriate for that of a good-aligned metallic …

You have strengthened your tail enough to make slap attacks with it.
Prerequisites: Base attack bonus +1, kobold.
Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning …

Your faith gives you power.
Prerequisite: A character that already has access to clerical domains cannot use this trait; this represents the power of faith of a lay person.
Benefit: You must have a patron deity to benefit from this. Choose …

*Back to [[Oeridian]]

You groom your mount to keep going trough danger.Benefit: You can form a special bond with a mount after one week together. Add your skill modifier for Handle Animal and Ride to the mount's hit points. If you begin bonding with a new mount, …

Your exploration of the magic for calling genies has increased your overall aptitude for summoning.Benefit: Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.

* …

You see nothing wrong with letting others achieve greatness so long as the job gets done.Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

*Back to [[ …

You can read a smattering of most languages and know enough to make pretty good guesses about the rest.Benefit: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering …

Your training as a maid or valet has left you with unconscious mannerisms that seem to put members of the upper class at ease.Benefit: You gain a +3 trait bonus on Diplomacy checks made to influence anyone with at least one level of Aristocrat …

Those who travel for a living understand that your mere presence could make the difference between success and failure once a journey begins, and this gives you an edge when negotiating your fare or other privileges.Benefit: Improve the …

Select one terrain type from the ranger’s favored terrain list.Benefit(s) You can attempt Stealth checks in this terrain in normal light without having cover or being invisible. You still can’t attempt Stealth checks in areas of bright light …

You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it.Benefits: You gain a +1 trait bonus on Diplomacy checks …

Others may call it junk, but you call it a bargain.Benefit: You can buy objects with the broken condition at half price (instead of the normal three-quarters price). The value of the unbroken version of these objects cannot exceed four times …

You know how to get contraband across borders.Benefit(s): When hiding a Medium or smaller creature from an opponent actively searching you or your cargo, both you and the creature to be smuggled can attempt Stealth checks and select the higher …

*Back to [[Halfling]]

You have enough human features that it’s easy for you to pass for a pureblooded human.Benefits: You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.

*Back to [[Half- …

You have worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening away people.Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

With your hand on the lash, your caravans always arrive on time.Benefits: You treat whips as martial weapons, and up to 10 animals and humanoids traveling with you can hustle or make a forced march for 1 hour longer than normal before taking …

*Back to [[Half-Orc]]

You’re at the bottom of the pecking order, so when you challenge that order, your victory must be absolute.
Prerequisites: Must be raised by Orcs.
Benefits: You gain a +1 trait bonus on attack rolls against opponents you already injured in the …

You learned the hard way that expressing the rage you inherited from your orc blood exacerbates humans‘ fearful and hostile reactions to you; after years of effort, you’ve mastered self-control and buried your anger deep.
Prerequisites: Must be …

*Back to [[Half-Orc]]

Driven from town after town because of your heritage, you have become adept at living apart from others.Benefits: You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.

*Back to [[ …

A childhood spent scrabbling for every possession and scrap of food has made you fierce and wary.Benefits: You receive a +1 trait bonus on all Intimidate checks made to demoralize opponents and a +1 trait bonus on all Perception checks to …

You feel more at ease in your natural environment.
Select one terrain type from the ranger’s favored terrain list.
Benefits: While in this terrain type, taking a standard action while disabled does not cause you to take the normal 1 point of …

You're an expert at using weapons in a grapple.
Prerequisite: Bugbear, Goblin, Half-Elf, Half-Orc, Halfling, Hobgoblin, Orc.
Benefits: You can use a light weapon to attack your opponent in a grapple with no penalty on the attack roll. In …

Your dual nature has given you some insight into the animal world.Benefits: Handle Animal is always a class skill for you. Additionally, you gain a +2 trait bonus on Handle Animal checks to train an animal, and can teach a trained animal one …

You picked up not only the basics of your human parent’s profession, but also the lingo typical of the craft.Benefits: Choose a Craft or Profession skill, you gain a +1 trait bonus on checks with the chosen skill, and a +1 trait bonus on Bluff …

As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you could learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist …

You embody the peace of the elven way of life, and apply this philosophy in your interactions with others.Benefits: You gain a +2 trait bonus on Diplomacy and Handle Animal checks to calm other creatures. You need not speak the same language …

*Back to [[Half-Elf]]

Your drow blood is particularly strong.
Prerequisites: Drow-blooded and Drow Magic racial traits, Half-Elf.
Benefits: You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow …

You’re easily mistaken for a human rather than a member of your own race.
Prerequisite: Half-elf, half-orc, or halfling (see Special).
Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the …

Your resemblance to a human child tends to make others trust you, perhaps more than they should.
Prerequisites: Cha 13, halfling.
Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story …

The blood of a non-human ancestor flows in your veins.
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both …

You tower above most other humans and possess a physique of hard, corded muscle.Benefits: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

You can goad an opponent into attacking you in order to make your counter attack all the more powerful.
Prerequisites: Toughness, base attack bonus +1, orc.
Benefits: As a move action, you can leave a gap in your defenses for one adjacent …

Your nomadic tribe wanders in constant fear of a great blue wyrm and feel helpless to stop the dragon’s aggression. Your tribe is filled with wise sages and great warriors, and they resent being cowed by any foe. You vowed that one day you would not …

*Back to [[Elf]]

You feel more at ease in your natural environment.Benefits: Choose a favored terrain from those listed in the ranger favored terrain class ability. You can move through naturally occurring difficult terrain without any penalty while within …

As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.Benefit: You gain a +2 trait bonus on initiative checks.

*Back …

You are familiar with beneficial and dangerous plants.Benefit: You gain a +1 trait bonus on Knowledge (nature) checks to locate or identify plants and on saving throws against the extraordinary abilities of plants.

*Back to [[Elf]]

Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak.Benefits: You gain a +1 trait bonus on Fortitude saving throws.

*Back to …

Art for you is a social gateway and you use it to influence and penetrate high society.Benefit: You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a …

Your study of magic is shown by your expertise in the simplest of magical exploits.Benefits: When you select this trait choose either one 0-level arcane spell or two non-harmful 0-level arcane spells. From now on you may cast that spell once …

Aquatic Half-Elves, more commonly known Shoreborn, are often found in coastal communities near aquatic elf settlements. Despite the greenish or blue coloration inherited from their aquatic elf parents, the human blood runs strong, and these half-elves …

Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you …

Long ago, your ancestors’ blood mixed with that of dragons.Benefit: Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or …